Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
jerome delattre 0f4365c1d7 Fix screenshot comparison slipping to the next test
Add a condition to FinishTest to make sure it gets trigger only if the screenshot was taken and compared.
+ move functional test metadata log to when the test is about to run

#jira UE-204671
#rnx
#rb christopher.fiala, rob.huyett, sebastian.lewicki

[CL 30856076 by jerome delattre in ue5-main branch]
2024-01-24 14:18:50 -05:00

91 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "FunctionalTest.h"
#include "AutomationScreenshotOptions.h"
#include "Misc/AutomationTest.h"
#include "ScreenshotFunctionalTestBase.generated.h"
DEFINE_LOG_CATEGORY_STATIC(LogScreenshotFunctionalTest, Log, Log)
class FAutomationTestScreenshotEnvSetup;
/**
* Base class for screenshot functional test
*/
UCLASS(Blueprintable, abstract)
class FUNCTIONALTESTING_API AScreenshotFunctionalTestBase : public AFunctionalTest
{
GENERATED_BODY()
public:
AScreenshotFunctionalTestBase(const FObjectInitializer& ObjectInitializer);
#if WITH_EDITOR
virtual bool CanEditChange(const FProperty* InProperty) const override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
virtual void Serialize(FArchive& Ar) override;
virtual void FinishTest(EFunctionalTestResult TestResult, const FString& Message) override;
protected:
// Set player view target to screenshot camera and call PrepareForScreenshot
virtual void PrepareTest() override;
// Handle screenshot delay
virtual bool IsReady_Implementation() override;
// Register OnScreenshotTakenAndCompared and call RequestScreenshot
virtual void StartTest() override;
// Call RestoreViewport and finish this test
virtual void OnScreenshotTakenAndCompared();
// Resize viewport to screenshot size (if possible) and set up screenshot environment (disable AA, etc.)
void PrepareForScreenshot();
// Doesn't actually request in base class. It simply register OnScreenshotCaptured
virtual void RequestScreenshot();
// Pass screenshot pixels and meta data to FAutomationTestFramework. Register
// OnComparisonComplete which will be called the automation test system when
// screenshot comparison is complete
virtual void OnScreenShotCaptured(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData);
// Do some logging and trigger OnScreenshotTakenAndCompared
void OnComparisonComplete(const FAutomationScreenshotCompareResults& CompareResults);
// Restore viewport size and original environment settings
void RestoreViewSettings();
virtual void OnTimeout() override;
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot", meta = (MultiLine = "true"))
FString Notes;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot")
TObjectPtr<class UCameraComponent> ScreenshotCamera;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot", SimpleDisplay)
FAutomationScreenshotOptions ScreenshotOptions;
FIntPoint ViewportRestoreSize;
#if WITH_AUTOMATION_TESTS
TSharedPtr<FAutomationTestScreenshotEnvSetup> ScreenshotEnvSetup;
#endif
private:
bool bNeedsViewSettingsRestore;
bool bNeedsViewportRestore;
bool bScreenshotCompleted;
};